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Hmm, now that I have Outlook installed my last post is no longer formatted
correctly. How ever did you read it, Mark?
--
Paul Hinds
gri### [at] swbellnet
GrimDude wrote in message
<01bd20af$4ca3a2c0$f5681cce@arkansasusa.com.arkansasusa.com>...
>As you defined the scene you are rotating the sphere, and thus the texture
>with it.
>
> I believe that the more light_sources you use the greater the render
>time, so don't get carried away. Because you didn't define an up, or right
>vector for the camera, this scene will use the default left-handed sense.
>If you read the doc's they do a great job of explaining handedness. This
>will give you a relative idea (z extends into the monitor as it increases
>in offset, and out of it as it decreases). Please forgive me, fellow
>artists. :)
> +y
> | +z
> | /
> | /
> | /
>-x __________|/____________+x
> /|
> / |
> / |
> -z / | -y
>
> You defined a single light_source offset 100 units in the *positive* x
>direction (to the right), 140 units in the positive y (vertical) direction,
>and 300 units in the negative z direction (you can think of it as behind
>you, if you are the camera). If you go further and declare a plane for a
>floor, or as a wall to the rear, you will see a shadow from the sphere
>(Perhaps. It has to be placed right even then). If you place the light
>co-position with the camera, it is not likely that you will see a shadow.
>OR, if you can add the keyword "no_shadow" to the sphere definition to
>eliminate it altogether. As you render this image you should see a shadow
>slightly visible on the left side, and the sphere and texture rotating to
>the left, together.
> Additionally, you really should add the pigment statement within your
>texture definition, thusly:
>
> texture { pigment { Red_Marble } }
>
> Try using the following within an ini file to render the scene. Assuming
>you are using the Windows version, this will work great.
>
>[ Sphere Anim. 320x240 ]
>Initial_Frame=0
>Final_Frame=32
>Initial_Clock=0
>Final_Clock=1
>+w320 +h240 +a.3 +r2 +q9
>Cyclic_Animation = on
>
> I hope that helps. Keep on Tracing!
>--
>Paul Hinds
>gri### [at] swbellnet
>
>
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